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Suggested on Discord - implements STACK_EXPERIENCE_GAIN_PERCENT that modifies stack experience received by units after combat - removed "EXPERIENCE" primary skill. Changes to experience are now applied through separate netpack
617 lines
24 KiB
C++
617 lines
24 KiB
C++
/*
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* BattleResultProcessor.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleResultProcessor.h"
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#include "battle/BattleInfo.h"
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#include "../CGameHandler.h"
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#include "../TurnTimerHandler.h"
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#include "../processors/HeroPoolProcessor.h"
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#include "../queries/QueriesProcessor.h"
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#include "../queries/BattleQueries.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CPlayerState.h"
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#include "../../lib/IGameSettings.h"
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#include "../../lib/battle/SideInBattle.h"
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#include "../../lib/entities/artifact/ArtifactUtils.h"
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#include "../../lib/entities/artifact/CArtifact.h"
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#include "../../lib/entities/artifact/CArtifactFittingSet.h"
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#include "../../lib/gameState/CGameState.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/networkPacks/PacksForClientBattle.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include <boost/lexical_cast.hpp>
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BattleResultProcessor::BattleResultProcessor(CGameHandler * gameHandler)
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: gameHandler(gameHandler)
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{
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}
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CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, BattleSide sideInBattle):
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army(battle.battleGetArmyObject(sideInBattle))
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{
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heroWithDeadCommander = ObjectInstanceID();
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PlayerColor color = battle.sideToPlayer(sideInBattle);
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auto allStacks = battle.battleGetStacksIf([color](const CStack * stack){
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if (stack->summoned)//don't take into account temporary summoned stacks
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return false;
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if(stack->unitOwner() != color) //remove only our stacks
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return false;
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if (stack->isTurret())
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return false;
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return true;
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});
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for(const CStack * stConst : allStacks)
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{
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// Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties
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// TODO: better solution
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auto * st = const_cast<CStack*>(stConst);
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logGlobal->debug("Calculating casualties for %s", st->nodeName());
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st->health.takeResurrected();
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if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
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{
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auto warMachine = st->unitType()->warMachine;
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if(warMachine == ArtifactID::NONE)
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{
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logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
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}
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//catapult artifact remain even if "creature" killed in siege
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else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
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{
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logGlobal->debug("War machine has been destroyed");
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auto hero = dynamic_cast<const CGHeroInstance*> (army);
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if (hero)
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removedWarMachines.push_back (ArtifactLocation(hero->id, hero->getArtPos(warMachine, true)));
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else
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logGlobal->error("War machine in army without hero");
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}
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}
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else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
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{
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if(st->alive() && st->getCount() > 0)
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{
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logGlobal->debug("Permanently summoned %d units.", st->getCount());
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const CreatureID summonedType = st->creatureId();
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summoned[summonedType] += st->getCount();
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}
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}
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else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
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{
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if (nullptr == st->base)
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{
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logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
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}
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else
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{
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auto c = dynamic_cast <const CCommanderInstance *>(st->base);
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if(c)
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{
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auto h = dynamic_cast <const CGHeroInstance *>(army);
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if(h && h->getCommander() == c && (st->getCount() == 0 || !st->alive()))
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{
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logGlobal->debug("Commander is dead.");
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heroWithDeadCommander = army->id; //TODO: unify commander handling
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}
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}
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else
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logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
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}
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}
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else if(st->base && !army->slotEmpty(st->unitSlot()))
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{
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logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
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if(st->getCount() == 0 || !st->alive())
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{
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logGlobal->debug("Stack has been destroyed.");
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StackLocation sl(army->id, st->unitSlot());
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newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
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}
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else if(st->getCount() != army->getStackCount(st->unitSlot()))
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{
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logGlobal->debug("Stack size changed: %d -> %d units.", army->getStackCount(st->unitSlot()), st->getCount());
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StackLocation sl(army->id, st->unitSlot());
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newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
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}
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}
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else
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{
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logGlobal->warn("Unable to process stack: %s", st->nodeName());
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}
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}
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}
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void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
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{
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if (gh->gameInfo().getObjInstance(army->id) == nullptr)
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throw std::runtime_error("Object " + army->getObjectName() + " is not on the map!");
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for (const auto & ncount : newStackCounts)
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{
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if (ncount.second > 0)
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gh->changeStackCount(ncount.first, ncount.second, ChangeValueMode::ABSOLUTE);
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else
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gh->eraseStack(ncount.first, true);
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}
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for (auto summoned_iter : summoned)
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{
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SlotID slot = army->getSlotFor(summoned_iter.first);
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if (slot.validSlot())
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{
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StackLocation location(army->id, slot);
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gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
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}
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else
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{
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//even if it will be possible to summon anything permanently it should be checked for free slot
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//necromancy is handled separately
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gh->complain("No free slot to put summoned creature");
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}
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}
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for (auto al : removedWarMachines)
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{
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gh->removeArtifact(al);
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}
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if (heroWithDeadCommander != ObjectInstanceID())
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{
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SetCommanderProperty scp;
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scp.heroid = heroWithDeadCommander;
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scp.which = SetCommanderProperty::ALIVE;
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scp.amount = 0;
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gh->sendAndApply(scp);
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}
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}
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FinishingBattleHelper::FinishingBattleHelper(const CBattleInfoCallback & info, const BattleResult & result, int remainingBattleQueriesCount)
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{
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const auto attackerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
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const auto defenderHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
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if (result.winner == BattleSide::ATTACKER)
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{
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winnerId = attackerHero ? attackerHero->id : ObjectInstanceID::NONE;
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loserId = defenderHero ? defenderHero->id : ObjectInstanceID::NONE;
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victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
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loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
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}
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else
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{
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winnerId = defenderHero ? defenderHero->id : ObjectInstanceID::NONE;
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loserId = attackerHero ? attackerHero->id : ObjectInstanceID::NONE;
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victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
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loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
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}
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winnerSide = result.winner;
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this->remainingBattleQueriesCount = remainingBattleQueriesCount;
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}
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void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
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{
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auto const & giveExp = [&battle](BattleResult &r)
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{
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if (r.winner == BattleSide::NONE)
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{
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// draw
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return;
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}
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r.exp[BattleSide::ATTACKER] = 0;
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r.exp[BattleSide::DEFENDER] = 0;
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for (auto i = r.casualties[battle.otherSide(r.winner)].begin(); i!=r.casualties[battle.otherSide(r.winner)].end(); i++)
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{
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r.exp[r.winner] += i->first.toCreature()->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
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}
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};
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LOG_TRACE(logGlobal);
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auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
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const auto * heroAttacker = battle.battleGetFightingHero(BattleSide::ATTACKER);
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const auto * heroDefender = battle.battleGetFightingHero(BattleSide::DEFENDER);
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//Fill BattleResult structure with exp info
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giveExp(*battleResult);
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if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
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{
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if(heroAttacker)
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battleResult->exp[BattleSide::DEFENDER] += 500;
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if(heroDefender)
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battleResult->exp[BattleSide::ATTACKER] += 500;
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}
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// Give 500 exp to winner if a town was conquered during the battle
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const auto * defendedTown = battle.battleGetDefendedTown();
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if (defendedTown && battleResult->winner == BattleSide::ATTACKER)
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battleResult->exp[BattleSide::ATTACKER] += 500;
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if(heroAttacker)
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battleResult->exp[BattleSide::ATTACKER] = heroAttacker->calculateXp(battleResult->exp[BattleSide::ATTACKER]);//scholar skill
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if(heroDefender)
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battleResult->exp[BattleSide::DEFENDER] = heroDefender->calculateXp(battleResult->exp[BattleSide::DEFENDER]);
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auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
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if(!battleQuery)
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battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
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if (!battleQuery)
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{
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logGlobal->error("Cannot find battle query!");
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gameHandler->complain("Player " + boost::lexical_cast<std::string>(battle.sideToPlayer(BattleSide::ATTACKER)) + " has no battle query at the top!");
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return;
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}
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battleQuery->result = std::make_optional(*battleResult);
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//Check how many battle gameHandler->queries were created (number of players blocked by battle)
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const int queriedPlayers = battleQuery ? boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
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assert(finishingBattles.count(battle.getBattle()->getBattleID()) == 0);
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finishingBattles[battle.getBattle()->getBattleID()] = std::make_unique<FinishingBattleHelper>(battle, *battleResult, queriedPlayers);
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// in battles against neutrals, 1st player can ask to replay battle manually
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const auto * attackerPlayer = gameHandler->gameInfo().getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::ATTACKER));
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const auto * defenderPlayer = gameHandler->gameInfo().getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::DEFENDER));
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bool isAttackerHuman = attackerPlayer && attackerPlayer->isHuman();
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bool isDefenderHuman = defenderPlayer && defenderPlayer->isHuman();
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bool onlyOnePlayerHuman = isAttackerHuman != isDefenderHuman;
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// in battles against neutrals attacker can ask to replay battle manually, additionally in battles against AI player human side can also ask for replay
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if(onlyOnePlayerHuman)
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{
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auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, battle.getBattle(), battleQuery->result);
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battleResult->queryID = battleDialogQuery->queryID;
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gameHandler->queries->addQuery(battleDialogQuery);
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}
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else
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battleResult->queryID = QueryID::NONE;
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//set same battle result for all gameHandler->queries
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for(auto q : gameHandler->queries->allQueries())
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{
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auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
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if(otherBattleQuery && otherBattleQuery->battleID == battle.getBattle()->getBattleID())
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otherBattleQuery->result = battleQuery->result;
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}
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gameHandler->turnTimerHandler->onBattleEnd(battle.getBattle()->getBattleID());
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gameHandler->sendAndApply(*battleResult);
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if (battleResult->queryID == QueryID::NONE)
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endBattleConfirm(battle);
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}
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void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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{
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auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
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if(!battleQuery)
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battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
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if(!battleQuery)
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{
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logGlobal->trace("No battle query, battle end was confirmed by another player");
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return;
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}
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const auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
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const auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get();
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//calculate casualties before deleting battle
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CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
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CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
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cab1.updateArmy(gameHandler);
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cab2.updateArmy(gameHandler); //take casualties after battle is deleted
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const auto winnerHero = battle.battleGetFightingHero(finishingBattle->winnerSide);
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const auto loserHero = battle.battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
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if(battleResult->winner == BattleSide::DEFENDER
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&& winnerHero
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&& winnerHero->getVisitedTown()
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&& !winnerHero->isGarrisoned()
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&& winnerHero->getVisitedTown()->getGarrisonHero() == winnerHero)
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{
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gameHandler->swapGarrisonOnSiege(winnerHero->getVisitedTown()->id); //return defending visitor from garrison to its rightful place
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}
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//give exp
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if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide])
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{
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gameHandler->giveStackExperience(battle.battleGetArmyObject(finishingBattle->winnerSide), battleResult->exp[finishingBattle->winnerSide]);
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if (winnerHero)
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gameHandler->giveExperience(winnerHero, battleResult->exp[finishingBattle->winnerSide]);
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}
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// Add statistics
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if(loserHero && !finishingBattle->isDraw())
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{
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const CGHeroInstance * strongestHero = nullptr;
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for(auto & hero : gameHandler->gameState().getPlayerState(finishingBattle->loser)->getHeroes())
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if(!strongestHero || hero->exp > strongestHero->exp)
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strongestHero = hero;
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if(strongestHero->id == finishingBattle->loserId && strongestHero->level > 5)
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gameHandler->statistics->accumulatedValues[finishingBattle->victor].lastDefeatedStrongestHeroDay = gameHandler->gameState().getDate(Date::DAY);
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}
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if(battle.sideToPlayer(BattleSide::ATTACKER) == PlayerColor::NEUTRAL || battle.sideToPlayer(BattleSide::DEFENDER) == PlayerColor::NEUTRAL)
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{
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gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesNeutral++;
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gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesNeutral++;
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if(!finishingBattle->isDraw())
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gameHandler->statistics->accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesNeutral++;
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}
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else
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{
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gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesPlayer++;
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gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesPlayer++;
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if(!finishingBattle->isDraw())
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gameHandler->statistics->accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesPlayer++;
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}
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BattleResultAccepted raccepted;
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raccepted.battleID = battle.getBattle()->getBattleID();
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raccepted.heroResult[finishingBattle->winnerSide].heroID = winnerHero ? winnerHero->id : ObjectInstanceID::NONE;
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raccepted.heroResult[CBattleInfoEssentials::otherSide(finishingBattle->winnerSide)].heroID = loserHero ? loserHero->id : ObjectInstanceID::NONE;
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raccepted.heroResult[BattleSide::ATTACKER].armyID = battle.battleGetArmyObject(BattleSide::ATTACKER)->id;
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raccepted.heroResult[BattleSide::DEFENDER].armyID = battle.battleGetArmyObject(BattleSide::DEFENDER)->id;
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raccepted.heroResult[BattleSide::ATTACKER].exp = battleResult->exp[BattleSide::ATTACKER];
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raccepted.heroResult[BattleSide::DEFENDER].exp = battleResult->exp[BattleSide::DEFENDER];
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raccepted.winnerSide = finishingBattle->winnerSide;
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gameHandler->sendAndApply(raccepted);
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gameHandler->queries->popIfTop(battleQuery); // Workaround to remove battle query for AI case. TODO Think of a cleaner solution.
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//--> continuation (battleFinalize) occurs after level-up gameHandler->queries are handled or on removing query
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}
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void BattleResultProcessor::battleFinalize(const BattleID & battleID, const BattleResult & result)
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{
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LOG_TRACE(logGlobal);
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assert(finishingBattles.count(battleID) != 0);
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if(finishingBattles.count(battleID) == 0)
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return;
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auto & finishingBattle = finishingBattles[battleID];
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finishingBattle->remainingBattleQueriesCount--;
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logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
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if (finishingBattle->remainingBattleQueriesCount > 0)
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//Battle results will be handled when all battle gameHandler->queries are closed
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return;
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//TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
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// but the battle consequences are applied after final player is unblocked. Hard to abuse...
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// Still, it looks like a hole.
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const auto battle = std::find_if(gameHandler->gameState().currentBattles.begin(), gameHandler->gameState().currentBattles.end(),
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[battleID](const auto & desiredBattle)
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{
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return desiredBattle->battleID == battleID;
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});
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assert(battle != gameHandler->gameState().currentBattles.end());
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const auto winnerHero = (*battle)->battleGetFightingHero(finishingBattle->winnerSide);
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const auto loserHero = (*battle)->battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
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BattleResultsApplied resultsApplied;
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// Eagle Eye handling
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if(!finishingBattle->isDraw() && winnerHero)
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{
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if(auto eagleEyeLevel = winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
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{
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resultsApplied.learnedSpells.learn = 1;
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resultsApplied.learnedSpells.hid = finishingBattle->winnerId;
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for(const auto & spellId : (*battle)->getUsedSpells(CBattleInfoEssentials::otherSide(result.winner)))
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{
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const auto spell = spellId.toEntity(LIBRARY->spells());
|
|
if(spell
|
|
&& spell->getLevel() <= eagleEyeLevel
|
|
&& !winnerHero->spellbookContainsSpell(spell->getId())
|
|
&& gameHandler->getRandomGenerator().nextInt(99) < winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE))
|
|
{
|
|
resultsApplied.learnedSpells.spells.insert(spell->getId());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Moving artifacts handling
|
|
if(result.result == EBattleResult::NORMAL && !finishingBattle->isDraw() && winnerHero)
|
|
{
|
|
CArtifactFittingSet artFittingSet(*winnerHero);
|
|
const auto addArtifactToTransfer = [&artFittingSet](BulkMoveArtifacts & pack, const ArtifactPosition & srcSlot, const CArtifactInstance * art)
|
|
{
|
|
assert(art);
|
|
const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId());
|
|
if(dstSlot != ArtifactPosition::PRE_FIRST)
|
|
{
|
|
pack.artsPack0.emplace_back(MoveArtifactInfo(srcSlot, dstSlot));
|
|
if(ArtifactUtils::isSlotEquipment(dstSlot))
|
|
pack.artsPack0.back().askAssemble = true;
|
|
artFittingSet.putArtifact(dstSlot, const_cast<CArtifactInstance*>(art));
|
|
}
|
|
};
|
|
|
|
if(loserHero)
|
|
{
|
|
auto & packHero = resultsApplied.movingArtifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
|
|
packHero.srcArtHolder = finishingBattle->loserId;
|
|
for(const auto & slot : ArtifactUtils::commonWornSlots())
|
|
{
|
|
if(const auto artSlot = loserHero->artifactsWorn.find(slot); artSlot != loserHero->artifactsWorn.end() && ArtifactUtils::isArtRemovable(*artSlot))
|
|
{
|
|
addArtifactToTransfer(packHero, artSlot->first, artSlot->second.getArt());
|
|
}
|
|
}
|
|
for(const auto & artSlot : loserHero->artifactsInBackpack)
|
|
{
|
|
if(const auto art = artSlot.getArt(); art->getTypeId() != ArtifactID::GRAIL)
|
|
addArtifactToTransfer(packHero, loserHero->getArtPos(art), art);
|
|
}
|
|
|
|
if(loserHero->getCommander())
|
|
{
|
|
auto & packCommander = resultsApplied.movingArtifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
|
|
packCommander.srcCreature = loserHero->findStack(loserHero->getCommander());
|
|
for(const auto & artSlot : loserHero->getCommander()->artifactsWorn)
|
|
addArtifactToTransfer(packCommander, artSlot.first, artSlot.second.getArt());
|
|
}
|
|
auto armyObj = dynamic_cast<const CArmedInstance*>(gameHandler->gameInfo().getObj(finishingBattle->loserId));
|
|
for(const auto & armySlot : armyObj->stacks)
|
|
{
|
|
auto & packsArmy = resultsApplied.movingArtifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
|
|
packsArmy.srcArtHolder = armyObj->id;
|
|
packsArmy.srcCreature = armySlot.first;
|
|
for(const auto & artSlot : armySlot.second->artifactsWorn)
|
|
addArtifactToTransfer(packsArmy, artSlot.first, armySlot.second->getArt(artSlot.first));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Growing artifacts handling
|
|
if(!finishingBattle->isDraw() && winnerHero)
|
|
{
|
|
const auto addArtifactToGrowing = [&resultsApplied](const std::map<ArtifactPosition, ArtSlotInfo> & artMap)
|
|
{
|
|
for(const auto & [slot, slotInfo] : artMap)
|
|
{
|
|
const auto artInst = slotInfo.getArt();
|
|
assert(artInst);
|
|
if(artInst->getType()->isGrowing())
|
|
resultsApplied.growingArtifacts.emplace_back(artInst->getId());
|
|
}
|
|
};
|
|
|
|
if(const auto commander = winnerHero->getCommander(); commander && commander->alive)
|
|
addArtifactToGrowing(commander->artifactsWorn);
|
|
addArtifactToGrowing(winnerHero->artifactsWorn);
|
|
}
|
|
|
|
// Charged artifacts handling
|
|
const auto addArtifactToDischarging = [&resultsApplied](const std::map<ArtifactPosition, ArtSlotInfo> & artMap,
|
|
const ObjectInstanceID & id, const std::optional<SlotID> & creature = std::nullopt)
|
|
{
|
|
for(const auto & [slot, slotInfo] : artMap)
|
|
{
|
|
auto artInst = slotInfo.getArt();
|
|
assert(artInst);
|
|
if(const auto condition = artInst->getType()->getDischargeCondition(); condition == DischargeArtifactCondition::BATTLE)
|
|
{
|
|
auto & discharging = resultsApplied.dischargingArtifacts.emplace_back(artInst->getId(), 1);
|
|
discharging.artLoc.emplace(id, creature, slot);
|
|
}
|
|
}
|
|
};
|
|
if(winnerHero)
|
|
{
|
|
addArtifactToDischarging(winnerHero->artifactsWorn, winnerHero->id);
|
|
if(const auto commander = winnerHero->getCommander())
|
|
addArtifactToDischarging(commander->artifactsWorn, winnerHero->id, winnerHero->findStack(winnerHero->getCommander()));
|
|
}
|
|
if(loserHero)
|
|
{
|
|
addArtifactToDischarging(loserHero->artifactsWorn, loserHero->id);
|
|
if(const auto commander = loserHero->getCommander())
|
|
addArtifactToDischarging(commander->artifactsWorn, loserHero->id, loserHero->findStack(loserHero->getCommander()));
|
|
}
|
|
|
|
// Necromancy handling
|
|
// Give raised units to winner, if any were raised, units will be given after casualties are taken
|
|
if(winnerHero)
|
|
{
|
|
resultsApplied.raisedStack = winnerHero->calculateNecromancy(result);
|
|
const SlotID necroSlot = resultsApplied.raisedStack.getCreature() ? winnerHero->getSlotFor(resultsApplied.raisedStack.getCreature()) : SlotID();
|
|
if(necroSlot != SlotID() && !finishingBattle->isDraw())
|
|
gameHandler->addToSlot(StackLocation(finishingBattle->winnerId, necroSlot), resultsApplied.raisedStack.getCreature(), resultsApplied.raisedStack.getCount());
|
|
}
|
|
|
|
resultsApplied.battleID = battleID;
|
|
resultsApplied.victor = finishingBattle->victor;
|
|
resultsApplied.loser = finishingBattle->loser;
|
|
gameHandler->sendAndApply(resultsApplied);
|
|
|
|
//handle victory/loss of engaged players
|
|
gameHandler->checkVictoryLossConditions({finishingBattle->loser, finishingBattle->victor});
|
|
|
|
// Remove beaten hero
|
|
if(loserHero)
|
|
{
|
|
RemoveObject ro(loserHero->id, finishingBattle->victor);
|
|
gameHandler->sendAndApply(ro);
|
|
}
|
|
// For draw case both heroes should be removed
|
|
if(finishingBattle->isDraw() && winnerHero)
|
|
{
|
|
RemoveObject ro(winnerHero->id, finishingBattle->loser);
|
|
gameHandler->sendAndApply(ro);
|
|
if(gameHandler->gameInfo().getSettings().getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
|
|
gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, winnerHero);
|
|
}
|
|
|
|
if (result.result == EBattleResult::SURRENDER)
|
|
{
|
|
gameHandler->statistics->accumulatedValues[finishingBattle->loser].numHeroSurrendered++;
|
|
gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, loserHero);
|
|
}
|
|
|
|
if (result.result == EBattleResult::ESCAPE)
|
|
{
|
|
gameHandler->statistics->accumulatedValues[finishingBattle->loser].numHeroEscaped++;
|
|
gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, loserHero);
|
|
}
|
|
|
|
finishingBattles.erase(battleID);
|
|
battleResults.erase(battleID);
|
|
}
|
|
|
|
void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide)
|
|
{
|
|
assert(battleResults.count(battle.getBattle()->getBattleID()) == 0);
|
|
|
|
battleResults[battle.getBattle()->getBattleID()] = std::make_unique<BattleResult>();
|
|
|
|
auto & battleResult = battleResults[battle.getBattle()->getBattleID()];
|
|
battleResult->battleID = battle.getBattle()->getBattleID();
|
|
battleResult->result = resultType;
|
|
battleResult->winner = victoriusSide; //surrendering side loses
|
|
|
|
auto allStacks = battle.battleGetStacksIf([](const CStack * stack){
|
|
|
|
if (stack->summoned)//don't take into account temporary summoned stacks
|
|
return false;
|
|
|
|
if (stack->isTurret())
|
|
return false;
|
|
|
|
return true;
|
|
});
|
|
|
|
for(const auto & st : allStacks) //setting casualties
|
|
{
|
|
si32 killed = st->getKilled();
|
|
if(killed > 0)
|
|
battleResult->casualties[st->unitSide()][st->creatureId()] += killed;
|
|
}
|
|
}
|
|
|
|
bool BattleResultProcessor::battleIsEnding(const CBattleInfoCallback & battle) const
|
|
{
|
|
return battleResults.count(battle.getBattle()->getBattleID()) != 0;
|
|
}
|